For Honor Revenge Mechanics Guide

For Honor Revenge Mechanics Guide by EPGKIN

Here i’ll leave registered everything i could gather about Revenge, it’s activation and their “interactions” with other stuff. Keep in mind that there are probably still some other stuff to discover and register, but i’ll be happy to update this list at any time.

GLOSSARY

ReAct = Revenge Activation

RevAP = Revenge Auto-Parry

HA = Hyper Armor (allows you to not be interrupted by a ‘normal’ Attack during the time its active)

SA = Super Armor (allows you to not be interrupted by both a ‘normal’ or ‘Melee-like’ Attack, also doesnt have a cap to how much attacks u can take before automatically losing the ‘armor’, during the time its active)

HB = Headbutt (can be from either Shugoki or Warlord)

ZA = Zone Attack

GENERAL

• When doing any offensive action in Revenge mode, you gain SA and GB immunity (when feinting as well tho). Except when performing a GB, in this case u will only have HA. In both cases it kicks off instantly after your “move” or “attack” starts. Which also basically means that u can react to GBs, and bashes, with attacks of ur own. Apparently only attacks not that slow (<900ms) will land after the “GB whiff” from ur opponent (when reacting to the GB), but after “super-armoring” a bash things get inconsistent, since it depends on the bash hit recovery. http://xboxdvr.com/gamer/epgkin/gif/wealthyacidicheron

• When doing any “charging” or “holding” movement in revenge, u have SA and are immune to GB (if opponent tries to GB it simply whiffs in the air), but that doesn’t work with Stances that only requires you to hold the Guard Stick down. GB immunity and SA starts instantly after the charging input is registered and the move is initiated. [ Videos on each char that has it ]

• Revenge activation has GB immunity during the time in which you have “auto-parry” enabled: http://xboxdvr.com/gamer/epgkin/gif/dearestcomposedflyingsquirrel. Which lasts for 800ms and has 100ms of startup, also you’re vulnerable when you’re within that tiny window (GBs will “connect”, but u can counter them without wasting ur revenge, and “normal” attacks will hit u and not interrupt the ReAct itself, even tho u wont enter in Auto-Parry stance, thus activating revenge in the worst possible situation).

• This “auto-parry stance” can be canceled only after 200ms into it (after the initial 100ms of startup, meaning its 300ms from ReAct to “X move” being performed), with any type of action (GB, dodge, unlock, any attack, parry etc.), making so that in some situations, in addition to other times where you understand the situation and see that the Revenge should be kept, it can actually be better to not activate it at all in situations where the recovery is basically non-existent already (like after LB’s throws). [ Take all other videos as proof ]

• Revenge Activation can act, basically, like a “recovery canceler”. This includes every type of recovery, like:

3.After parrying. Basically the ‘real’ stagger shows to be 1300ms for Heavy parry and 1600ms for Light parry, which means that minus 300ms of startup and so u end up with 1000ms for Heavy parry and 1300ms for Light parry. The way this works is that, while ‘practically’ saying, Heavy and Light parry sttagers are effectively 600ms and 900ms respectively, this number is counted just after we (the one who parried) isnt doing the parry animation anymore, but if u use ReAct to cut that animation, which lasts for a total of 600ms after the instant at which the parry happened, u end up seeing the “real” parries stagger; http://xboxdvr.com/gamer/epgkin/gif/flakyhotalligatorgar

7. After blocking an attack… Guarantees GB against attacks that have 600ms or more of block recovery, but against 600ms of recovery the ReAct must be nearly instant, if not actually instant, which makes it rather inconsistent and unpractical in an actual fight (examples of attacks with 600ms of block recovery: Nobu’s Side Heavies, Conq’s Heavies, PK’s Heavies). Attacks with less block recovery than that are kinda rare, some examples would be Valk’s neutral Heavies, Kensei neutral Top Heavy, Glad’s Heavies, Cent’s Heavy openers and WL’s neutral Heavies; https://xboxdvr.com/gamer/epgkin/video/56539219

8. After getting hit by an attack (any type). When doing this against non-melee attacks it can work the same way as when blocking them and so u can cut the hit recovery and get guaranteed GBs (hit and block recoveries are the same);

11. After being guard broken. This instance creates a nice mindgame where you’re kinda “forced”, or more like “induced”, to either activate revenge or not based on what ur opponent will do, cause if he continues with his attack u want to activate it, but if he faints his attack u will have wasted your RevAP and so, on the other hand if he faints and you don’t activate revenge he will have missed a punish and u would have remained at the advantage with revenge being ready to be activated (which is very threatening, especially considering that it does not decay overtime if you’re in “combat”). https://xboxdvr.com/gamer/epgkin/gif/SpicySlimyCarp

12. When being “CCd” with attacks like DE, Long Arm,Caber Toss and so on, Revenge will only be able to be activated after you’ve already hit the ground, but it still cuts all the “on-ground” and “wake-up” animations. https://xboxdvr.com/gamer/epgkin/video/56631983

• After any faint, while you’re in Revenge, u gain some type of weird “superior-block”, that looks more like a deflect on Zerk, that kick offs instantly after the faint has ended and apparently lasts for only 100ms, cant say for sure tho, it is indeed inconsistent, but anyway it exists… and also confirms GB when u block an attack with it. Tho i’m a bit confused about it, cause it isn’t exactly Superior Block since ur enemy’s attack simply continues through (if its a Heavy, since Lights bounce off as usual), but you aren’t affected by any sort of “blocking stagger”, so idk what it is, just know that it exists and what it can do for u. https://xboxdvr.com/gamer/epgkin/video/56669711 | https://xboxdvr.com/gamer/epgkin/video/56669734

• No “offensive move”, specifically, can be canceled mid animation (except for GBs), only their recoveries.

• Now here’s some other small things to take into consideration: Shugo is “anti-revenge”, or “anti-SA” actually, which means that his hug and his HB completely ignore ur SA, which u gained from Revenge mode. It simply interrupts u no matter what ure doing, but of course u can dodge it or GB Shugo before he hugs u, in the HB case, it ignores ur GB too https://xboxdvr.com/gamer/epgkin/video/56543300 ; Shinobi’s Ranged Heavy after Kick can’t be auto-parried using revenge, like WL’s poke after HB can, which means it’ll be completely uninterruptible after the Kick has landed https://xboxdvr.com/gamer/epgkin/gif/JitteryPastFrogmouth ; Shinobi’s Ranged GB and Cent’s Quick Throw are “special” GBs, because of that (or its a bug, dont know) they have immunity against GB immunity, which means that when you’re in revenge they still interrupt u like if u hadn’t revenge at all https://xboxdvr.com/gamer/epgkin/video/56631887

Side Notes:

Every punish using RevAP has to be buffered and to perform the majority of them correctly, u cant change guards.

In the clips where i already have Revenge and still activate to cut off Recoveries from moves that wouldn’t knockback the opponent if u hadn’t Revenge already, u can discount the already existing Revenge and consider the opponent as being OOS. Other times i simply used it that way cause it was a lot easier to test things that way. Anyway, u should analyze case by case, cause obviously already having Revenge and activating it wont happen in a real game, but things like punishes from RevAP wont change if i already had Revenge or not and so on.

• Charging Heavy stance. As i said in the beginning, it has GB immunity and SA like all other similar “charging stances”, but it has other stuff going on for him. Which is basically a weird “superior-block” just like after a faint, either guarantees a Charged Heavy or a GB after cancelling the “heavy charging” and “superior blocking” while “feinting”.

https://xboxdvr.com/gamer/epgkin/video/56729362 . Second clip is to show that the Light has to be buffered to hit on HA and if u buffer the Light u cant delay the Charged Heavy enough for it to not hit on HA, thats why the Light must be whiffed. Also, last combo is to show that if u do it without delaying it hits on HA, which means its certain that with the right delay it can be made guaranteed.

• Using ReAct to cancel “hit recovery” after any Charged Punch, which guarantees Light (20/0) (may or may not whiff) → Charged Heavy (39) → Charged Punch (10 with haymaker) → Eagle’s Talons (46). First clip that shows it after a GB throw into wall and where the Light hits, when this happens the Charged Heavy afterwards must be delayed to the maximum, or very close to it, otherwise it’ll hit on HA: